/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <stdlib.h>
#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
#include "dali-test-suite-utils/dali-test-suite-utils.h"
+#include <mesh-builder.h>
using namespace Dali;
namespace
{
+/// Allows the creation of a BaseObject
+class BaseObjectType : public BaseObject
+{
+public:
+ BaseObjectType()
+ {
+ }
+};
+
Handle ImplicitCopyConstructor(Handle passedByValue)
{
// object + copy + passedByValue, ref count == 3
return passedByValue;
}
-void CheckTypeName(const Property::Type& type)
-{
- switch(type)
- {
- case Property::NONE:
- {
- DALI_TEST_CHECK( "NONE" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::BOOLEAN:
- {
- DALI_TEST_CHECK( "BOOLEAN" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::FLOAT:
- {
- DALI_TEST_CHECK( "FLOAT" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::INTEGER:
- {
- DALI_TEST_CHECK( "INTEGER" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::UNSIGNED_INTEGER:
- {
- DALI_TEST_CHECK( "UNSIGNED_INTEGER" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::VECTOR2:
- {
- DALI_TEST_CHECK( "VECTOR2" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::VECTOR3:
- {
- DALI_TEST_CHECK( "VECTOR3" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::VECTOR4:
- {
- DALI_TEST_CHECK( "VECTOR4" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::MATRIX3:
- {
- DALI_TEST_CHECK( "MATRIX3" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::MATRIX:
- {
- DALI_TEST_CHECK( "MATRIX" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::RECTANGLE:
- {
- DALI_TEST_CHECK( "RECTANGLE" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::ROTATION:
- {
- DALI_TEST_CHECK( "ROTATION" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::STRING:
- {
- DALI_TEST_CHECK( "STRING" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::ARRAY:
- {
- DALI_TEST_CHECK( "ARRAY" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::MAP:
- {
- DALI_TEST_CHECK( "MAP" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- case Property::TYPE_COUNT:
- {
- DALI_TEST_CHECK( "NONE" == std::string(PropertyTypes::GetName( type ) ) );
- break;
- }
- } // switch(type)
-
-} // CheckTypeName
-
} // anon namespace
Handle object;
DALI_TEST_CHECK(!object);
+
END_TEST;
}
int defaultPropertyCount( actor.GetPropertyCount() );
// Register a dynamic property
- actor.RegisterProperty( "test-property", float(123.0f) );
+ actor.RegisterProperty( "testProperty", float(123.0f) );
DALI_TEST_CHECK( (defaultPropertyCount + 1u) == actor.GetPropertyCount() );
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( "parent-origin" == actor.GetPropertyName( Actor::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( "parentOrigin" == actor.GetPropertyName( Actor::Property::PARENT_ORIGIN ) );
// Register a dynamic property
- std::string name("this-name-should-match");
+ std::string name("thisNameShouldMatch");
Property::Index index = actor.RegisterProperty( name, float(123.0f) );
DALI_TEST_CHECK( name == actor.GetPropertyName( index ) );
END_TEST;
}
-int UtcDaliHandleGetPropertyIndex(void)
+int UtcDaliHandleGetPropertyIndex01(void)
{
tet_infoline("Positive Test Dali::Handle::GetPropertyIndex()");
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( Actor::PARENT_ORIGIN == actor.GetPropertyIndex("parent-origin") );
+ DALI_TEST_CHECK( Actor::Property::PARENT_ORIGIN == actor.GetPropertyIndex("parentOrigin") );
// Register a dynamic property
- std::string name("this-name-should-match");
+ std::string name("thisNameShouldMatch");
Property::Index index = actor.RegisterProperty( name, float(123.0f) );
DALI_TEST_CHECK( index == actor.GetPropertyIndex( name ) );
END_TEST;
}
+int UtcDaliHandleGetPropertyIndex02(void)
+{
+ tet_infoline("Positive Test Dali::Handle::GetPropertyIndex() int key");
+ TestApplication application;
+
+ Stage stage = Stage::GetCurrent();
+
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ const unsigned int defaultPropertyCount = actor.GetPropertyCount();
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
+
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
+
+ Property::Index index1 = actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ Property::Index index2 = DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ Property::Index index3 = actor.RegisterProperty( "MyPropertyTwo", Vector3::ONE );
+ Property::Index index4 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+ Property::Index index5 = actor.RegisterProperty( "MyPropertyThree", Vector3::ONE );
+
+ application.SendNotification();
+ application.Render();
+
+ // Test that we can get the property index from the integer key
+ Property::Index testIndex1 = DevelHandle::GetPropertyIndex( actor, key1 );
+ Property::Index testIndex2 = DevelHandle::GetPropertyIndex( actor, key2 );
+
+ DALI_TEST_EQUALS( index2, testIndex1, TEST_LOCATION );
+ DALI_TEST_EQUALS( index4, testIndex2, TEST_LOCATION );
+
+ // Test that we keep the same indices on the named properties
+ Property::Index testIndex = actor.GetPropertyIndex("MyPropertyOne");
+ DALI_TEST_EQUALS(testIndex, index1, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("MyPropertyTwo");
+ DALI_TEST_EQUALS(testIndex, index3, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("MyPropertyThree");
+ DALI_TEST_EQUALS(testIndex, index5, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("sideColor");
+ DALI_TEST_EQUALS(testIndex, index2, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("iceCream");
+ DALI_TEST_EQUALS(testIndex, index4, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(defaultPropertyCount+5, actor.GetPropertyCount(), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliHandleGetPropertyIndex03(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ std::string myName("croydon");
+ Property::Index intKey = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Value value( Color::GREEN );
+ Property::Index myIndex = DevelHandle::RegisterProperty( actor, intKey, myName, value );
+
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, intKey ), TEST_LOCATION );
+
+ Property::Key key1(myName);
+ Property::Key key2(intKey);
+
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, key1 ), TEST_LOCATION );
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, key2 ), TEST_LOCATION );
+ END_TEST;
+}
+
+
int UtcDaliHandleIsPropertyWritable(void)
{
tet_infoline("Positive Test Dali::Handle::IsPropertyWritable()");
Actor actor = Actor::New();
// Actor properties which are writable:
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_WIDTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_HEIGHT ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_DEPTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ROTATION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::VISIBLE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_RED ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_GREEN ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_BLUE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ORIENTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( DevelActor::Property::OPACITY ) );
// World-properties are not writable:
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_ROTATION ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_SCALE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_COLOR ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_X ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_Y ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_Z ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_ORIENTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_Z ) );
END_TEST;
}
Actor actor = Actor::New();
// Actor properties which are animatable:
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_X ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_Y ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_Z ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_X ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_Y ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_WIDTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_HEIGHT ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_DEPTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::ROTATION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::VISIBLE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_RED ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_GREEN ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_BLUE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ORIENTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( DevelActor::Property::OPACITY ) );
// World-properties can not be animated
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_ROTATION ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_SCALE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_COLOR ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_X ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_Y ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_Z ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_ORIENTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_Z ) );
END_TEST;
}
Actor actor = Actor::New();
// Actor properties which can be used as a constraint input:
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_WIDTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_HEIGHT ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_DEPTH ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ROTATION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_Z ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::VISIBLE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_RED ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_GREEN ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_BLUE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_ALPHA ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_ROTATION ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_SCALE ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_COLOR ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_X ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_Y ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ORIENTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( DevelActor::Property::OPACITY ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ORIENTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_Z ) );
// Actor properties that cannot be used as a constraint input
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::NAME ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::SENSITIVE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::LEAVE_REQUIRED ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::INHERIT_SHADER_EFFECT ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::INHERIT_ROTATION ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::INHERIT_SCALE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::COLOR_MODE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::POSITION_INHERITANCE ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::DRAW_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::NAME ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SENSITIVE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::LEAVE_REQUIRED ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_ORIENTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_INHERITANCE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::DRAW_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_MODE_FACTOR ) );
END_TEST;
}
{
tet_infoline("Positive Test Dali::Handle::GetPropertyType()");
TestApplication application;
- unsigned int unsingedIntTest = 33;
Actor actor = Actor::New();
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::PARENT_ORIGIN ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::ANCHOR_POINT ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::SIZE ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::POSITION ) );
- DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::ROTATION ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::SCALE ) );
- DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( Actor::VISIBLE ) );
- DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( Actor::COLOR ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::Property::ORIENTATION ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( Actor::Property::COLOR ) );
// Register some dynamic properties
- Property::Index boolIndex = actor.RegisterProperty( "bool-property", bool(true) );
- Property::Index floatIndex = actor.RegisterProperty( "float-property", float(123.0f) );
- Property::Index vector2Index = actor.RegisterProperty( "vector2-property", Vector2(1.0f, 2.0f) );
- Property::Index vector3Index = actor.RegisterProperty( "vector3-property", Vector3(1.0f, 2.0f, 3.0f) );
- Property::Index vector4Index = actor.RegisterProperty( "vector4-property", Vector4(1.0f, 2.0f, 3.0f, 4.0f) );
- Property::Index rotationIndex = actor.RegisterProperty( "rotation-property", AngleAxis(Degree(180.0f), Vector3::YAXIS) );
+ Property::Index boolIndex = actor.RegisterProperty( "boolProperty", bool(true) );
+ Property::Index floatIndex = actor.RegisterProperty( "floatProperty", float(123.0f) );
+ Property::Index intIndex = actor.RegisterProperty( "intProperty", 123 );
+ Property::Index vector2Index = actor.RegisterProperty( "vector2Property", Vector2(1.0f, 2.0f) );
+ Property::Index vector3Index = actor.RegisterProperty( "vector3Property", Vector3(1.0f, 2.0f, 3.0f) );
+ Property::Index vector4Index = actor.RegisterProperty( "vector4Property", Vector4(1.0f, 2.0f, 3.0f, 4.0f) );
+ Property::Index rotationIndex = actor.RegisterProperty( "rotationProperty", AngleAxis(Degree(180.0f), Vector3::YAXIS) );
DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( boolIndex ) );
DALI_TEST_CHECK( Property::FLOAT == actor.GetPropertyType( floatIndex ) );
+ DALI_TEST_CHECK( Property::INTEGER == actor.GetPropertyType( intIndex ) );
DALI_TEST_CHECK( Property::VECTOR2 == actor.GetPropertyType( vector2Index ) );
DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( vector3Index ) );
DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( vector4Index ) );
DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( rotationIndex ) );
// Non animatable properties
- Property::Index nonAnimStringIndex = actor.RegisterProperty( "man-from-delmonte", std::string("yes"), Property::READ_WRITE);
+ Property::Index nonAnimStringIndex = actor.RegisterProperty( "manFromDelmonte", std::string("yes"), Property::READ_WRITE);
Property::Index nonAnimV2Index = actor.RegisterProperty( "v2", Vector2(1.f, 2.f), Property::READ_WRITE);
Property::Index nonAnimV3Index = actor.RegisterProperty( "v3", Vector3(1.f, 2.f, 3.f), Property::READ_WRITE);
Property::Index nonAnimV4Index = actor.RegisterProperty( "v4", Vector4(1.f, 2.f, 3.f, 4.f), Property::READ_WRITE);
Property::Index nonAnimBooleanIndex = actor.RegisterProperty( "bool", true, Property::READ_WRITE);
Property::Index nonAnimFloatIndex = actor.RegisterProperty( "float", 0.f, Property::READ_WRITE);
- Property::Index nonAnimUnsignedIntIndex = actor.RegisterProperty( "unsinged-int", unsingedIntTest, Property::READ_WRITE);
+ Property::Index nonAnimIntegerIndex = actor.RegisterProperty( "int", 0, Property::READ_WRITE);
DALI_TEST_CHECK( nonAnimStringIndex != Property::INVALID_INDEX );
DALI_TEST_CHECK( nonAnimV2Index != Property::INVALID_INDEX );
DALI_TEST_CHECK( nonAnimV4Index != Property::INVALID_INDEX );
DALI_TEST_CHECK( nonAnimBooleanIndex != Property::INVALID_INDEX );
DALI_TEST_CHECK( nonAnimFloatIndex != Property::INVALID_INDEX );
- DALI_TEST_CHECK( nonAnimUnsignedIntIndex != Property::INVALID_INDEX );
+ DALI_TEST_CHECK( nonAnimIntegerIndex != Property::INVALID_INDEX );
DALI_TEST_CHECK( Property::STRING == actor.GetPropertyType( nonAnimStringIndex ) );
DALI_TEST_CHECK( Property::VECTOR2 == actor.GetPropertyType( nonAnimV2Index ) );
DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( nonAnimV4Index ) );
DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( nonAnimBooleanIndex ) );
DALI_TEST_CHECK( Property::FLOAT == actor.GetPropertyType( nonAnimFloatIndex ) );
- DALI_TEST_CHECK( Property::UNSIGNED_INTEGER == actor.GetPropertyType( nonAnimUnsignedIntIndex ) );
+ DALI_TEST_CHECK( Property::INTEGER == actor.GetPropertyType( nonAnimIntegerIndex ) );
DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimStringIndex ) );
DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimV2Index ) );
DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimV4Index ) );
DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimBooleanIndex ) );
DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimFloatIndex ) );
- DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimUnsignedIntIndex ) );
+ DALI_TEST_CHECK( !actor.IsPropertyAnimatable( nonAnimIntegerIndex ) );
DALI_TEST_EQUALS( "yes" , actor.GetProperty( nonAnimStringIndex ).Get<std::string>(), TEST_LOCATION );
DALI_TEST_EQUALS( Vector2(1.f, 2.f) , actor.GetProperty( nonAnimV2Index ).Get<Vector2>(), TEST_LOCATION );
DALI_TEST_EQUALS( Vector4(1.f, 2.f, 3.f, 4.f) , actor.GetProperty( nonAnimV4Index ).Get<Vector4>(), TEST_LOCATION );
DALI_TEST_EQUALS( true, actor.GetProperty( nonAnimBooleanIndex ).Get<bool>(), TEST_LOCATION );
DALI_TEST_EQUALS( 0.f, actor.GetProperty( nonAnimFloatIndex ).Get<float>(), TEST_LOCATION );
- DALI_TEST_EQUALS( unsingedIntTest, actor.GetProperty( nonAnimUnsignedIntIndex ).Get<unsigned int>(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0, actor.GetProperty( nonAnimIntegerIndex ).Get<int>(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliHandleNonAnimtableProperties(void)
+int UtcDaliHandleNonAnimatableProperties(void)
{
tet_infoline("Test Non Animatable Properties");
TestApplication application;
Actor actor = Actor::New();
- Property::Index nonAnimStringIndex = actor.RegisterProperty( "man-from-delmonte", std::string("no"), Property::READ_WRITE);
+ Property::Index nonAnimStringIndex = actor.RegisterProperty( "manFromDelmonte", std::string("no"), Property::READ_WRITE);
//// modify writable?
- try
- {
- actor.SetProperty( nonAnimStringIndex, Property::Value("yes") );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_CHECK(!"exception");
- }
+ actor.SetProperty( nonAnimStringIndex, Property::Value("yes") );
DALI_TEST_CHECK( "yes" == actor.GetProperty( nonAnimStringIndex ).Get<std::string>() );
DALI_TEST_CHECK(!actor.IsPropertyAnimatable(readonly));
DALI_TEST_CHECK(!actor.IsPropertyWritable(readonly));
- bool exception = false;
- try
- {
- actor.SetProperty( readonly, Property::Value(1.f) );
- }
- catch (Dali::DaliException& e)
- {
- exception = true;
- }
-
- DALI_TEST_CHECK(exception);
+ actor.SetProperty( readonly, Property::Value(1.f) );
+ // trying to set a read-only property is a no-op
DALI_TEST_EQUALS( 0.f, actor.GetProperty( readonly ).Get<float>(), TEST_LOCATION );
DALI_TEST_CHECK(actor.IsPropertyAnimatable(write_anim));
DALI_TEST_CHECK(actor.IsPropertyWritable(write_anim));
- exception = false;
- try
- {
- actor.SetProperty( write_anim, Property::Value(1.f) );
- }
- catch (Dali::DaliException& e)
- {
- exception = true;
- }
-
- DALI_TEST_CHECK(!exception);
+ actor.SetProperty( write_anim, Property::Value(1.f) );
- //// animate a non animatable property is a noop?
+ //// animate a non animatable property throws
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
bool relativeValue(true);
-
- exception = false;
-
try
{
- animation.AnimateBy(Property(actor, nonAnimStringIndex), relativeValue, AlphaFunctions::EaseIn);
- animation.Play();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0100.0f)/* some progress */);
+ animation.AnimateBy(Property(actor, nonAnimStringIndex), relativeValue, AlphaFunction::EASE_IN);
}
- catch (Dali::DaliException& e)
+ catch ( Dali::DaliException& e )
{
- exception = true;
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
}
- DALI_TEST_CHECK(!exception);
DALI_TEST_EQUALS( "yes", actor.GetProperty( nonAnimStringIndex ).Get<std::string>(), TEST_LOCATION );
END_TEST;
Actor actor = Actor::New();
Property::Value value(Property::ARRAY);
- Property::Array anArray;
- DALI_TEST_CHECK( Property::Value(anArray).GetType() == Property::ARRAY ); // 2nd constructor
+ Property::Array* array = value.GetArray();
+ DALI_TEST_CHECK( array );
- value.AppendItem( Property::Value( 0.f ) );
- value.AppendItem( "a string" );
- value.SetItem(0, Property::Value( 5.f )); // exercise SetItem
+ array->PushBack( Property::Value( 0.1f ) );
+ array->PushBack( "a string" );
+ array->PushBack( Property::Value( Vector3(1,2,3) ) );
- int index = value.AppendItem( Vector3(1,2,3) );
+ DALI_TEST_EQUALS( 3u, array->Count(), TEST_LOCATION );
- DALI_TEST_EQUALS( 2, index, TEST_LOCATION);
- DALI_TEST_EQUALS( 3, value.GetSize(), TEST_LOCATION);
-
- Property::Index propertyIndex = actor.RegisterProperty( "composite", value, Property::READ_WRITE);
+ Property::Index propertyIndex = actor.RegisterProperty( "composite", value, Property::READ_WRITE );
Property::Value out = actor.GetProperty( propertyIndex );
+ Property::Array* outArray = out.GetArray();
+ DALI_TEST_CHECK( outArray != NULL );
- DALI_TEST_CHECK( Property::FLOAT == out.GetItem(0).GetType());
- DALI_TEST_CHECK( Property::STRING == out.GetItem(1).GetType());
- DALI_TEST_CHECK( Property::VECTOR3 == out.GetItem(2).GetType());
-
- DALI_TEST_EQUALS( 5.f, out.GetItem(0).Get<float>(), TEST_LOCATION);
- DALI_TEST_EQUALS( "a string", out.GetItem(1).Get<std::string>(), TEST_LOCATION);
- DALI_TEST_EQUALS( Vector3(1,2,3), out.GetItem(2).Get<Vector3>(), TEST_LOCATION);
-
- // Property Maps
- Property::Value valueMap(Property::MAP);
- Property::Map aKindofMap;
- DALI_TEST_CHECK( Property::Value(aKindofMap).GetType() == Property::MAP ); // 2nd constructor
-
- valueMap.SetValue("key", 5.f);
- valueMap.SetValue("2key", "a string");
-
- DALI_TEST_EQUALS( true, valueMap.HasKey("key"), TEST_LOCATION);
- DALI_TEST_EQUALS( "key", valueMap.GetKey(0), TEST_LOCATION);
-
- DALI_TEST_EQUALS( true, valueMap.HasKey("2key"), TEST_LOCATION);
- DALI_TEST_EQUALS( "2key", valueMap.GetKey(1), TEST_LOCATION);
-
- DALI_TEST_EQUALS( 5.f, valueMap.GetValue("key").Get<float>(), TEST_LOCATION);
- DALI_TEST_EQUALS( "a string", valueMap.GetValue("2key").Get<std::string>(), TEST_LOCATION);
-
- valueMap.SetItem(0, Property::Value("a string"));
- valueMap.SetItem(1, Property::Value(5.f));
-
- DALI_TEST_EQUALS( 5.f, valueMap.GetValue("2key").Get<float>(), TEST_LOCATION);
- DALI_TEST_EQUALS( "a string", valueMap.GetValue("key").Get<std::string>(), TEST_LOCATION);
+ DALI_TEST_CHECK( Property::FLOAT == outArray->GetElementAt(0).GetType());
+ DALI_TEST_CHECK( Property::STRING == outArray->GetElementAt(1).GetType());
+ DALI_TEST_CHECK( Property::VECTOR3 == outArray->GetElementAt(2).GetType());
- // ordered map
- valueMap = Property::Value(Property::MAP);
-
- valueMap.SetValue("key", 5.f);
- valueMap.SetValue("2key", "a string");
-
- DALI_TEST_EQUALS( 5.f, valueMap.GetItem(0).Get<float>(), TEST_LOCATION);
- DALI_TEST_EQUALS( "a string", valueMap.GetItem(1).Get<std::string>(), TEST_LOCATION);
-
- DALI_TEST_EQUALS( 2, valueMap.GetSize(), TEST_LOCATION);
+ DALI_TEST_EQUALS( 0.1f, outArray->GetElementAt(0).Get<float>(), TEST_LOCATION);
+ DALI_TEST_EQUALS( "a string", outArray->GetElementAt(1).Get<std::string>(), TEST_LOCATION);
+ DALI_TEST_EQUALS( Vector3(1,2,3), outArray->GetElementAt(2).Get<Vector3>(), TEST_LOCATION);
// composite types not animatable
bool exception = false;
try
{
- /* Property::Index mapPropertyIndex = */ actor.RegisterProperty( "compositemap", value, Property::ANIMATABLE);
+ actor.RegisterProperty( "compositemap", value, Property::ANIMATABLE);
}
catch (Dali::DaliException& e)
{
exception = true;
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
}
DALI_TEST_EQUALS(exception, true, TEST_LOCATION);
// Map of maps
Property::Value mapOfMaps(Property::MAP);
+ Property::Map* map = mapOfMaps.GetMap();
- mapOfMaps.SetValue( "key", Property::Value(Property::MAP) );
- mapOfMaps.SetValue( "2key", "a string" );
-
- DALI_TEST_EQUALS( "a string", mapOfMaps.GetValue("2key").Get<std::string>(), TEST_LOCATION);
-
- mapOfMaps.GetValue("key").SetValue("subkey", 5.f);
-
- DALI_TEST_EQUALS( true, mapOfMaps.GetValue("key").HasKey("subkey"), TEST_LOCATION);
- DALI_TEST_EQUALS( 5.f, mapOfMaps.GetValue("key").GetValue("subkey").Get<float>(), TEST_LOCATION);
-
- // list of maps
- Property::Value listOfMaps(Property::ARRAY);
-
- listOfMaps.AppendItem( Property::Value(Property::MAP) );
- listOfMaps.AppendItem( Property::Value(Property::MAP) );
+ map->Insert( "key", Property::Value(Property::MAP) );
+ map->Insert( "2key", "a string" );
- listOfMaps.GetItem(0).SetValue("key", 5.f);
- listOfMaps.GetItem(1).SetValue("key",10.f);
+ DALI_TEST_EQUALS( "a string", (*map)["2key"].Get<std::string>(), TEST_LOCATION);
- DALI_TEST_EQUALS( 5.f, listOfMaps.GetItem(0).GetValue("key").Get<float>(), TEST_LOCATION );
- DALI_TEST_EQUALS( 10.f, listOfMaps.GetItem(1).GetValue("key").Get<float>(), TEST_LOCATION );
+ Property::Map* innerMap = map->Find("key")->GetMap();
+ innerMap->Insert( "subkey", 5.f );
+ DALI_TEST_CHECK( NULL != map->Find("key")->GetMap()->Find("subkey") );
+ DALI_TEST_EQUALS( 5.f, map->Find("key")->GetMap()->Find("subkey")->Get<float>(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::PARENT_ORIGIN ).Get<Vector3>() );
+ DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
- actor.SetProperty( Actor::PARENT_ORIGIN, ParentOrigin::CENTER );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::PARENT_ORIGIN ).Get<Vector3>() );
+ DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::WORLD_POSITION ) );
+ DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
- try
- {
- // World position is not writable
- actor.SetProperty( Actor::WORLD_POSITION, Vector3(1,2,3) );
- }
- catch (Dali::DaliException& e)
- {
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsDefaultPropertyWritable(index) && \"Property is read-only\"", TEST_LOCATION);
- }
+ // World position is not writable so this is a no-op and should not crash
+ actor.SetProperty( Actor::Property::WORLD_POSITION, Vector3(1,2,3) );
END_TEST;
}
-int UtcDaliHandleRegisterProperty(void)
+int UtcDaliHandleRegisterProperty01(void)
{
tet_infoline("Positive Test Dali::Handle::RegisterProperty()");
TestApplication application;
+ Stage stage = Stage::GetCurrent();
+
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ const unsigned int defaultPropertyCount = actor.GetPropertyCount();
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Index index1 = actor.RegisterProperty( "MyProperty", Vector3::ONE );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index1 ), Vector3::ONE, TEST_LOCATION );
+
+ // No new property should be registered when we call the below function
+ Property::Index index2 = actor.RegisterProperty( "MyProperty", Vector3::ZAXIS );
+
+ application.SendNotification();
+ application.Render();
+
+
+ DALI_TEST_EQUALS( index1, index2, TEST_LOCATION ); // We should have the same index as per the first registration
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 1, TEST_LOCATION ); // Property count should be the same
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index2 ), Vector3::ZAXIS, TEST_LOCATION ); // Value should be what we sent on second RegisterProperty call
+
+ END_TEST;
+}
+
+int UtcDaliHandleRegisterProperty02(void)
+{
+ tet_infoline("Positive Test Dali::Handle::RegisterProperty() int key");
+ TestApplication application;
+
+ Stage stage = Stage::GetCurrent();
+
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::PARENT_ORIGIN ).Get<Vector3>() );
+ stage.Add( actor );
+
+ const unsigned int defaultPropertyCount = actor.GetPropertyCount();
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
+
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
+
+ Property::Index index1 = actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ Property::Index index2 = DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ Property::Index index3 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 3, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index1 ), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index2 ), testColor, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index3 ), withFlake, TEST_LOCATION );
+
+ // No new property should be registered when we call the below functions
+ Property::Index testIndex2 = actor.RegisterProperty( "iceCream", 2200.f );
+ Property::Index testIndex1 = actor.RegisterProperty( "sideColor", Color::BLACK );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( index2, testIndex1, TEST_LOCATION ); // We should have the same index as per the first registration
+ DALI_TEST_EQUALS( index3, testIndex2, TEST_LOCATION ); // We should have the same index as per the first registration
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 3, TEST_LOCATION ); // Property count should be the same
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index2 ), Color::BLACK, TEST_LOCATION ); // Value should be what we sent on second RegisterProperty call
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index3 ), 2200.f, TEST_LOCATION );
END_TEST;
}
+
+
int UtcDaliHandleGetProperty(void)
{
tet_infoline("Positive Test Dali::Handle::GetProperty()");
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::PARENT_ORIGIN ).Get<Vector3>() );
- DALI_TEST_CHECK( AnchorPoint::CENTER == actor.GetProperty( Actor::ANCHOR_POINT ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::SIZE ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::POSITION ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ONE == actor.GetProperty( Actor::SCALE ).Get<Vector3>() );
- DALI_TEST_CHECK( true == actor.GetProperty( Actor::VISIBLE ).Get<bool>() );
- DALI_TEST_CHECK( Color::WHITE == actor.GetProperty( Actor::COLOR ).Get<Vector4>() );
+ DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
+ DALI_TEST_CHECK( AnchorPoint::CENTER == actor.GetProperty( Actor::Property::ANCHOR_POINT ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::SIZE ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::POSITION ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ONE == actor.GetProperty( Actor::Property::SCALE ).Get<Vector3>() );
+ DALI_TEST_CHECK( true == actor.GetProperty( Actor::Property::VISIBLE ).Get<bool>() );
+ DALI_TEST_CHECK( Color::WHITE == actor.GetProperty( Actor::Property::COLOR ).Get<Vector4>() );
END_TEST;
}
END_TEST;
}
-int UtcDaliHandleCreateProperty(void)
+int UtcDaliHandleDownCastNegative(void)
{
TestApplication application;
- tet_infoline("Testing PropertyTypes::GetName()");
- Property::Type type = Property::NONE;
- CheckTypeName(type);
- // Value(Value&) ctor and Value(Type&) ctor
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( Property::NONE == type );
+ // BaseObject is NOT an Object, so this DownCast should fail
+ BaseHandle handle( new BaseObjectType );
+ Handle customHandle1 = Handle::DownCast( handle );
+ DALI_TEST_CHECK( ! customHandle1 );
- // PropertyTypes
- type = Property::BOOLEAN;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<bool>() == type );
+ // A DownCast on an empty handle will also fail
+ Handle empty;
+ Handle customHandle2 = Handle::DownCast( empty );
+ DALI_TEST_CHECK( ! customHandle2 );
+ END_TEST;
+}
- type = Property::FLOAT;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<float>() == type );
+int UtcDaliHandleGetPropertyIndices(void)
+{
+ TestApplication application;
+ Property::IndexContainer indices;
- type = Property::INTEGER;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<int>() == type );
+ // Actor
+ Actor actor = Actor::New();
+ actor.GetPropertyIndices( indices );
+ int numDefaultProperties = indices.Size();
+ DALI_TEST_CHECK( numDefaultProperties > 0 );
+ DALI_TEST_EQUALS( numDefaultProperties, actor.GetPropertyCount(), TEST_LOCATION );
- type = Property::UNSIGNED_INTEGER;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<unsigned int>() == type );
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
- type = Property::VECTOR2;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Vector2>() == type );
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
- type = Property::VECTOR3;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Vector3>() == type );
+ actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ actor.RegisterProperty( "MyPropertyTwo", 1234 );
+ Property::Index index4 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+ actor.RegisterProperty( "MyPropertyThree", Vector2(.2f,.7f) );
- type = Property::VECTOR4;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Vector4>() == type );
+ actor.GetPropertyIndices( indices );
- type = Property::MATRIX3;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Matrix3>() == type );
+ DALI_TEST_EQUALS( indices.Size(), numDefaultProperties + 5, TEST_LOCATION );
+ DALI_TEST_EQUALS( indices[indices.Size()-2], index4, TEST_LOCATION );
- type = Property::MATRIX;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Matrix>() == type );
+ END_TEST;
+}
- typedef Dali::Rect<int> Rectangle;
- type = Property::RECTANGLE;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Rectangle>() == type );
+int UtcDaliHandleRegisterPropertyTypes(void)
+{
+ TestApplication application;
- type = Property::ROTATION;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Quaternion>() == type );
+ struct PropertyTypeAnimatable
+ {
+ const char * name;
+ Property::Value value;
+ bool animatable;
+ };
- type = Property::ROTATION;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<AngleAxis>() == type );
+ Property::Array array;
+ Property::Map map;
- type = Property::STRING;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<std::string>() == type );
+ PropertyTypeAnimatable properties[] =
+ {
+ { "Property::BOOLEAN", true, true },
+ { "Property::FLOAT", 1.0f, true },
+ { "Property::INTEGER", 1, true },
+ { "Property::VECTOR2", Vector2::ONE, true },
+ { "Property::VECTOR3", Vector3::ONE, true },
+ { "Property::VECTOR4", Vector4::ONE, true },
+ { "Property::MATRIX3", Matrix3::IDENTITY, true },
+ { "Property::MATRIX", Matrix::IDENTITY, true },
+ { "Property::RECTANGLE", Rect<int>(), false },
+ { "Property::ROTATION", AngleAxis(), true },
+ { "Property::STRING", std::string("Me"), false },
+ { "Property::ARRAY", array, false },
+ { "Property::MAP", map, false },
+ };
+
+ unsigned int numOfProperties( sizeof( properties ) / sizeof( properties[0] ) );
+
+ for ( unsigned int i = 0; i < numOfProperties; ++i )
+ {
+ tet_printf( "Testing: %s\n", properties[i].name );
- type = Property::ARRAY;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Property::Array>() == type );
+ bool exception = false;
+ try
+ {
+ Actor actor = Actor::New();
+ actor.RegisterProperty( "manFromDelmonte", properties[i].value );
+ }
+ catch (Dali::DaliException& e)
+ {
+ exception = true;
+ }
- type = Property::MAP;
- CheckTypeName(type);
- DALI_TEST_CHECK( Property::Value(Property::Value(type)).GetType() == type );
- DALI_TEST_CHECK( PropertyTypes::Get<Property::Map>() == type );
+ DALI_TEST_CHECK( properties[i].animatable != exception );
+ }
END_TEST;
}
-int UtcDaliHandleGetPropertyGet(void)
+int UtcDaliHandleCustomProperty(void)
{
TestApplication application;
- tet_infoline("Testing PropertyTypes::GetName()");
- Property::Value value;
+ Handle handle = Handle::New();
- bool b = false;
- value = Property::Value(true);
- value.Get(b);
- DALI_TEST_CHECK( true == b );
-
- float f = 5.f;
- value = Property::Value(10.f);
- value.Get(f);
- DALI_TEST_CHECK( Dali::Equals(10.f, f) );
-
- int i = 5;
- value = Property::Value(10);
- value.Get(i);
- DALI_TEST_CHECK( 10 == i );
-
- unsigned int ui = 5;
- value = Property::Value(10U);
- value.Get(ui);
- DALI_TEST_CHECK( 10 == ui );
-
- Vector2 v2 = Vector2(0,0);
- value = Property::Value( Vector2(1,1) );
- value.Get(v2);
- DALI_TEST_CHECK( Vector2(1,1) == v2 );
-
- Vector3 v3 = Vector3(0.f,0.f,0.f);
- value = Property::Value( Vector3(1.f,1.f,1.f) );
- value.Get(v3);
- DALI_TEST_CHECK( Vector3(1.f,1.f,1.f) == v3 );
-
- Vector4 v4 = Vector4(0,0,0,0);
- value = Property::Value( Vector4(1,1,1,1) );
- value.Get(v4);
- DALI_TEST_CHECK( Vector4(1,1,1,1) == v4 );
-
- Matrix3 m3 = Matrix3(0.f,0.f,0.f,0.f,0.f,0.f,0.f,0.f,0.f);
- value = Property::Value( Matrix3::IDENTITY );
- value.Get(m3);
- DALI_TEST_CHECK( Matrix3::IDENTITY == m3 );
-
- Matrix m = Matrix(true);
- value = Property::Value( Matrix::IDENTITY );
- value.Get(m);
- DALI_TEST_CHECK( Matrix::IDENTITY == m );
-
- typedef Dali::Rect<int> Rectangle;
- Rectangle r = Rectangle(0,0,0,0);
- value = Property::Value( Rectangle(1,1,1,1) );
- value.Get(r);
- DALI_TEST_CHECK( Rectangle(1,1,1,1) == r );
-
- Quaternion q = Quaternion(0,0,0,0);
- value = Property::Value( Quaternion(1,1,1,1) );
- value.Get(q);
- DALI_TEST_CHECK( Quaternion(1,1,1,1) == q );
-
- AngleAxis aa = AngleAxis( Degree(0), Vector3(0.f,0.f,0.f) );
- value = Property::Value( AngleAxis( Radian(Math::PI_2), Vector3::XAXIS ));
- value.Get(aa);
- Quaternion r8(Radian(Degree(aa.angle)), aa.axis);
- DALI_TEST_EQUALS(r8, Quaternion(Math::PI_2, Vector3::XAXIS), 0.001, TEST_LOCATION);
-
- std::string s = "no";
- value = Property::Value("yes");
- value.Get(s);
- DALI_TEST_CHECK( "yes" == s );
+ float startValue(1.0f);
+ Property::Index index = handle.RegisterProperty( "testProperty", startValue );
+ DALI_TEST_CHECK( handle.GetProperty<float>(index) == startValue );
- Property::Array array;
- value = Property::Value(Property::ARRAY);
- value.AppendItem(10);
- value.Get(array);
- int getItem = 0;
- array[0].Get(getItem);
- DALI_TEST_CHECK( getItem == 10 );
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( handle.GetProperty<float>(index) == startValue );
+ application.Render(0);
+ DALI_TEST_CHECK( handle.GetProperty<float>(index) == startValue );
- Property::Map map;
- value = Property::Value(Property::MAP);
- value.SetValue("key", "value");
- value.Get(map);
- DALI_TEST_CHECK( map[0].first == "key" );
+ handle.SetProperty( index, 5.0f );
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( handle.GetProperty<float>(index) == 5.0f );
+ application.Render(0);
+ DALI_TEST_CHECK( handle.GetProperty<float>(index) == 5.0f );
END_TEST;
}
-int UtcDaliHandleGetPropertyIndices(void)
+int UtcDaliHandleWeightNew(void)
{
TestApplication application;
- Property::IndexContainer indices;
- // Actor
+ Handle handle = WeightObject::New();
+ DALI_TEST_CHECK( handle.GetProperty<float>(WeightObject::WEIGHT) == 0.0f );
+
+ // process the message so scene object is added to update manager
+ application.SendNotification();
+ application.Render(0);
+
+ // no message to release scene object in this scenario
+
+ END_TEST;
+}
+
+int UtcDaliHandleWeightNew2(void)
+{
+ TestApplication application;
+
+ // scope for the weight object
+ {
+ Handle handle = WeightObject::New();
+ DALI_TEST_CHECK( handle.GetProperty<float>(WeightObject::WEIGHT) == 0.0f );
+
+ // process the message so scene object is added to update manager
+ application.SendNotification();
+ application.Render(0);
+ }
+ // handle out of scope so object gets destroyed
+ // process the message so update manager destroys the scene object
+ application.SendNotification();
+ application.Render(0);
+
+ END_TEST;
+}
+
+int UtcDaliHandleSetTypeInfo(void)
+{
+ TestApplication application;
+ TypeRegistry typeRegistry = TypeRegistry::Get();
+
+ TypeInfo typeInfo = typeRegistry.GetTypeInfo( "Actor" );
+ DALI_TEST_CHECK( typeInfo );
+
+ Actor actor = Actor::DownCast(typeInfo.CreateInstance());
+ DALI_TEST_CHECK( actor );
+
+ DevelHandle::SetTypeInfo(actor, typeInfo);
+
+ TypeInfo newTypeInfo;
+ bool success = actor.GetTypeInfo( newTypeInfo );
+ DALI_TEST_CHECK( success );
+
+ DALI_TEST_CHECK(typeInfo.GetName() == newTypeInfo.GetName());
+ DALI_TEST_CHECK(typeInfo.GetBaseName() == newTypeInfo.GetBaseName());
+
+ END_TEST;
+}
+
+int UtcDaliHandleCustomPropertySynchronousGetSet(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and set the value ensuring it can be retrieved synchronously" );
+
Actor actor = Actor::New();
- actor.GetPropertyIndices( indices );
- DALI_TEST_CHECK( ! indices.empty() );
- DALI_TEST_EQUALS( indices.size(), actor.GetPropertyCount(), TEST_LOCATION );
+ Stage::GetCurrent().Add( actor );
+
+ tet_infoline( "Create the custom property with an initial value" );
+ float startValue(1.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), startValue, TEST_LOCATION );
+
+ tet_infoline( "Set the value, retrieve it and ensure both the synchronous and the async version work" );
+ actor.SetProperty( index, 5.0f );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 5.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+
+ tet_infoline( "Render and retrieve values again" );
+ application.SendNotification();
+ application.Render(0);
+
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 5.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), 5.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliHandleCustomPropertyGetType(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and retrieve its type" );
+
+ Handle handle = Handle::New();
+ Property::Index index = handle.RegisterProperty( "testProperty", 1.0f );
+ DALI_TEST_EQUALS( handle.GetPropertyType( index ), Property::FLOAT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliHandleCustomPropertyAccessMode(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and retrieve whether it's animatable etc." );
+
+ Handle handle = Handle::New();
+ Property::Index index = handle.RegisterProperty( "testProperty", 1.0f );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), true, TEST_LOCATION );
+
+ index = handle.RegisterProperty( "testProperty2", 1.0f, Property::READ_ONLY );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), false, TEST_LOCATION );
+
+ index = handle.RegisterProperty( "testProperty3", 1.0f, Property::READ_WRITE );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliHandleGetCurrentProperty(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Get a default and non-animatable custom property using the GetCurrentProperty API" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ Property::Index index = actor.RegisterProperty( "testProperty3", 1.0f, Property::READ_WRITE );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), 1.0f, TEST_LOCATION );
+
+ actor.SetProperty( index, 2.0f );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 2.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), 2.0f, TEST_LOCATION );
+
END_TEST;
}